/*
 *  PAPER    ON   ERVIS  NPAPER ISION  PE  IS ON  PERVI IO  APER  SI  PA
 *  AP  VI  ONPA  RV  IO PA     SI  PA ER  SI NP PE     ON AP  VI ION AP
 *  PERVI  ON  PE VISIO  APER   IONPA  RV  IO PA  RVIS  NP PE  IS ONPAPE
 *  ER     NPAPER IS     PE     ON  PE  ISIO  AP     IO PA ER  SI NP PER
 *  RV     PA  RV SI     ERVISI NP  ER   IO   PE VISIO  AP  VISI  PA  RV3D
 *  ______________________________________________________________________
 *  papervision3d.org � blog.papervision3d.org � osflash.org/papervision3d
 */

/*
 * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com.
 *
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use,
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following
 * conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */

// ______________________________________________________________________
//                                                               Vertex3D
package org.papervision3d.core.geom.renderables;
import haxe.rtti.Meta;
import org.papervision3d.core.math.Number3D;


/**
* The Vertex3DInstance constructor lets you create 2D projected vertices.
*/
class Vertex3DInstance
{
	/**
	* An Number that sets the X coordinate of a object relative to the scene coordinate system.
	*/
	public var x :Float;

	/**
	* An Number that sets the Y coordinate of a object relative to the scene coordinates.
	*/
	public var y :Float;

	/**
	* An Number that sets the Z coordinate of a object relative to the scene coordinates.
	*/
	public var z :Float;

	/**
	* An object that contains user defined properties.
	*/
	public var extra :Dynamic;


	/**
	* [internal-use] A Boolean value that indicates whether the vertex is visible after projection.
	*
	* If false, it indicates that the vertex is behind the camera plane.
	*
	* */
	//public var visible(get_visible, set_visible) :Bool;
	//private var _visible = false;
	//private function get_visible():Bool {
		//return _visible;
	//}
	//private function set_visible(value:Bool):Bool {
		//if (value) {
			//trace("visible !" + value);
		//}
		//else {
			//trace("unvisible!" + value); 
		//}
		//return value;
	//}
	
	public var visible:Bool;
	
	//To be docced
	public var normal:Number3D;
	
	private var persp:Float = 0;

	/**
	* Creates a new Vertex2D object whose three-dimensional values are specified by the x, y and z parameters.
	*
	* @param	x	The horizontal coordinate value. The default value is zero.
	* @param	y	The vertical coordinate value. The default value is zero.
	* @param	z	The depth coordinate value. The default value is zero.
	*
	* */
	public function new( x:Float = 0, y:Float = 0, z:Float = 0 )
	{
		persp = 0;
		
		this.x = x;
		this.y = y;
		this.z = z;

		this.visible   = false; 		
		this.normal = new Number3D(); 
	}
	
	public function clone():Vertex3DInstance
	{
		var clone:Vertex3DInstance = new Vertex3DInstance(x,y,z);
		clone.visible = visible;
		clone.extra = extra; //TODO : FIX CLONING OF THE EXTRA OBJECT.
		return clone;
	}
	
	public static function dot(v0:Vertex3DInstance, v1:Vertex3DInstance):Float
	{
		return (v0.x * v1.x + v0.y * v1.y);
	}
	
	public static function cross(v0:Vertex3DInstance, v1:Vertex3DInstance):Float
	{
		return (v0.x * v1.y - v1.x * v0.y);
	}
	
	public static function sub( v0:Vertex3DInstance, v1:Vertex3DInstance ):Vertex3DInstance
	{
		return new Vertex3DInstance
		(
			v1.x - v0.x,
			v1.y - v0.y
		);
	}
	
	public static function subTo(v0:Vertex3DInstance, v1:Vertex3DInstance, o:Vertex3DInstance):Void
	{
		o.x = v1.x - v0.x;
		o.y = v1.y - v0.y;
	}
	
	public function deperspective(focus:Float):Vertex3D
	{
	   persp = 1 + z / focus;

		return new Vertex3D(x * persp, y * persp, z);
	}
	
	/**
	 * Calculates the squared distance between two screen vertex objects.
	 * 
	 * @param	b	The screen vertex object to use for the calcation.
	 * @return		The squared scalar value of the vector between this and the given scren vertex.
	 */
	public function distanceSqr(b:Vertex3DInstance):Float
	{
		return (x - b.x)*(x - b.x) + (y - b.y)*(y - b.y);
	}
	
	/**
	 * Calculates the distance between two screen vertex objects.
	 * 
	 * @param	b	The second screen vertex object to use for the calcation.
	 * @return		The scalar value of the vector between this and the given screen vertex.
	 */
	public function distance(b:Vertex3DInstance):Float
	{
		return Math.sqrt((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y));
	}
	
	 public static function median(a:Vertex3DInstance, b:Vertex3DInstance, focus:Float):Vertex3DInstance
	{
		var mz:Float = (a.z + b.z) / 2;

		var faz:Float = focus + a.z;
		var fbz:Float = focus + b.z;
		var ifmz:Float = 1 / (focus + mz) / 2;

		return new Vertex3DInstance((a.x*faz + b.x*fbz)*ifmz, (a.y*faz + b.y*fbz)*ifmz, mz);
	}
	
}
